pf without nades (replaced by pistol clips) and lss with 2 nades
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5729 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -11,8 +11,8 @@ const char *entmdlnames[] =
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void renderent(entity &e)
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{
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/* FIXME: if the item list change, this "e.twice?5:0" will be messed, but it is useless to provide a general fix for now */
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const char *mdlname = entmdlnames[e.type-I_CLIPS+(e.twice&&e.type==I_GRENADE?5:0)];
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/* FIXME: if the item list change, this hack will be messed */
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const char *mdlname = entmdlnames[e.type-I_CLIPS+(m_lss && e.type==I_GRENADE ? 5:0)];
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float z = (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20),
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yaw = lastmillis/10.0f;
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rendermodel(mdlname, ANIM_MAPMODEL|ANIM_LOOP|ANIM_DYNALLOC, 0, 0, vec(e.x, e.y, z+S(e.x, e.y)->floor+e.attr1), yaw, 0);
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@@ -285,6 +285,7 @@ void pickupeffects(int n, playerent *d)
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e.spawned = false;
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if(!d) return;
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d->pickup(e.type);
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if (m_lss && e.type == I_GRENADE) d->pickup(e.type); // get 2
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itemstat &is = d->itemstats(e.type);
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if(d!=player1 && d->type!=ENT_BOT) return;
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if(&is)
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@@ -417,14 +418,13 @@ void spawnallitems() // spawns items locally
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loopv(ents) if(ents[i].fitsmode(gamemode) || (multiplayer(false) && gamespeed!=100 && (i=-1)))
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{
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ents[i].spawned = true;
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ents[i].twice = false;
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ents[i].lastmillis = lastmillis;
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}
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}
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void resetspawns(int type)
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{
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loopv(ents) if(type < 0 || type == ents[i].type) ents[i].twice = ents[i].spawned = false;
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loopv(ents) if(type < 0 || type == ents[i].type) ents[i].spawned = false;
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if(m_noitemsnade || m_pistol)
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{
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loopv(ents) ents[i].transformtype(gamemode);
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@@ -435,7 +435,6 @@ void setspawn(int i, bool on)
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{
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if(ents.inrange(i))
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{
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ents[i].twice = (ents[i].type == I_GRENADE && ents[i].spawned && on ? true : false);
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ents[i].spawned = on;
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if (on) ents[i].lastmillis = lastmillis; // to control trypickup spam
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}
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